https://sites.google.com/site/ankhmorpork2011/rules

Rules?!
Rules:
This game is set in the Discworld series by Terry Pratchett somewhere in between Hogfather and Jingo.

Roleplay:
This game belong to the comical, theatrical genre. Hence, rules are scarce and most things of importance will be solved in front of a game master. There is no battle, but you could definitely play a fight.
HP, injuries and so on will be decided by the player, as he plays. Be reasonable and mature about it.

Within game zone, and time, cell phones, computers and other electronic devices are forbidden. Cameras are allowed within the boundaries of good taste.

Money:
The only currency in game is the dollar. One dollar is worth a meal or a drink.
Each character starts with 12 dollars to spare. Wealthy characters get extra money or a bank account with credit (paper credit in game) to either his estate or guild.

Guilds:
In Ankh-Morpork, citizens do not vote, and the Patrician is the absolute ruler; however, Lord Vetinari does hold meetings with civic leaders.
A guild is an organization consisting of members of a common profession, interest or world view.
Each guild must consist of (at least) one Guild Master, and an additional character, written or original.
A member of a guild is paid by the guild master as the guild master see fit for his accomplishments, and in return pays a percentage of his wages to the guild.
Guilds have the right and indeed duty to catch and punish a working non-member!

Special rules and abilities:
There are two types of abilities. The first is personal abilities listed in the character sheet or given on paper by the masters.
The others are general abilities and racial traits listed below:

Freeze:
On the sound of a horn time stops. All characters who hear the horn must stop and freeze and let the freezing character do their worst. A second blow of horn resumes the game.

Invisible:
A player with a white ribbon on his head is invisible to others until he removes it.

Racial Abilities:
Trolls In Ankh-Morpork have been able to influence some policies by being a large immigrant group. They have a rather inefficient crime syndicate called the Breccia, led by the troll Chrysopras.
Huge moving, living rocks of humanoid shape, with intelligence and personality.
Made of stone, a troll cannot be taken down easily. Can’t be cut or stabbed, only broken with very heavy weaponry. However, being sentient creatures, trolls can take head injury, be hurt in the face or knocked out.
In the heat a troll’s silicon mind becomes slower and dumber, while in the cold it becomes quick minded and witty.
Troll teeth are made out of diamond (to be able to chew stone) and a shard of them is worth roughly 5 dollars.

Gargoyles... Consider them moving masonry with a personality. To some, gargoyles are considered "urban trolls", because they are stone-based. Unlike trolls they have wings, feed off urban poultry, unable to ever fully close their mouths and are not comfortable coming indoors. Troll rules apply, apart from teeth.

Dwarfs are short, stocky, bearded metal-workers, generally seen wearing chain mail and brandishing axes. Both male and female dwarfs have beards. Dwarf bread is like hardtack, only more so; its properties are a parody of Middle-earth cram and lembas. It will enable you to survive for days and never goes stale, possibly because it was always stale. Its primary use is as a weapon. Dwarfs can’t be knocked out.

Gnomes on the Discworld are six inches tall, resembling humans in general body shape, and usually live alone. A gnome has more physical strength than his size would suggest, and sometimes gives painful, bone-cracking hits to people who have underestimated him. Because of their size and finesse gnomes (and Imps) evade weapons of human proportions, and can fit into very tight places.

Imps may be considered small demons without much demonical power. Imps are widely utilized as painters in iconographs, or memorizers in Dis-Organisers. Very small imps called nano-imps are used in iconographs which spying diplomats carry in their pockets. Imps are uncatchable, immortal and tiny, to fit anywhere and into anything. Even so most are obedient to their human controllers.

Undead (Liches, Zombies and so on)... Walking corpses, many of whom are still intelligent. Usually from the human species. No dwarf, gnome, pictsie, or troll zombies have been reported. Also, no zombies reported to be from ordinary animal species. Many zombies can still see, hear, smell, talk, move, think, plan, and scheme. Some can even eat. Depending on length of time since death. They cannot however regenerate. When "injured", for example a finger having been cut off, a zombie does not bleed; the wound can be sewn up, but there will be no wound-healing or tissue-regeneration. Can only be killed by decapitation or burning.

Vampire mainly refers to an intelligent humanoid being with one or all of the following characteristics:
- has a deficit of hemogoblin in their blood and requires such from human or cattle blood.
- has a violent craving for blood, although the craving can be transferred to other things such as "the perfection of light and shade" or coffee
- craves power over people
Vampires are nearly indestructible. Though they can be reduced to fine dust by sunlight, stake to the heart or decapitation. Simply dripping a little blood (human or otherwise) onto the pile will result in complete reanimation, and makes scattering remains mandatory.

Werewolves can look fully like a human or fully like a wolf at will, only that light from the full moon powerfully switches them to the wolf shape.
They possess an extremely good sense of smell.

Animals and other creatures have specific abilities or limits depending on the creature.

Magic:
Magic refers to the special powers of gods and casters, and should be obeyed when used upon you or your surroundings.

Gods:
All gods, from the largest to the smallest have supernatural abilities granted to them by the belief of others. Small gods have as much power as they have believers. Count the word of a god as magic, each god knows the limit of his or her abilities.

Wizardry/Witchery:
Each wizard and witch has a personal limit for his or her abilities. Count the word of wizard or witch as magic.

Injury and Death:
In the game there are no hit point and no way to determine when you are injured or dead. Play with it, be rational. A cut throat is a cut throat – you die. A stab is lethal, at least in the long term, if not treated ect.
When wounded – act wounded.
A person who dies by gameplay, or is declared dead by magic or a master lies dead until the “end of the scene” and then searches for Death, who reaps him, leads him to the afterlife he believes in and then lets him choose a new character. Sometimes the masters will need a specific character and will hand a dead person this role.